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    posted a message on How to add Range % to units

    @enslavednumber: Go

    You can set a behavior on the unit that grants this aura. If you check out the Cloaking Field behavior on a Mothership, kind of like that. I was going to say that the behavior could modifiy the range, but apparently it doesn't have a fraction option. You could also use a trigger that fires whenever units gain or lose the behavior and I'm sure theres an action you can set that will modify the weapon and double the range.

    Posted in: Miscellaneous Development
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    posted a message on [LotR v Eriador] on Battle.net!

    General -Fortified hills ignore half of the targets armor. It shoots 2 missiles at 200 damage.

    -Siege Engine’s ignore 75% of the targets armor. They also do a small amount of splash.

    -Interceptors ignore 50% of armor.

    -There is a maximum unit count for all players. If you find that you no longer spawn anything or receive any money, this means that you’ve reached it. Use your armies!

    -You want to achieve the maximum effect your armies can, don’t throw away units for no reason or your enemies get stronger relatively. Use macro and micro tactics, chokepoints and the like. Disruption Web, Dark Swarm, Ensnare, they can all contribute.

    -Destroying the enemy’s castles can significantly set him back. Use the time it takes him to rebuild to press your advantage!

    -Disruption Web prevents ground units in the target area from attacking.

    -Recall teleports all units that are in the target area in 2 seconds to the Special Transport.

    -Ensnare slows all of the affected units.

    -Maelstrom freezes all of the affected units, but they can still be recalled and attacked.

    -Use your armies to destroy the enemy's base and make their capitol buildings vulnerable!

    Protect your capital buildings, your base won't do it for you! Destroy the enemy capitals!

    Tips:

    -Your Hero units are resources. Use them wisely.

    -You spawn units at the end of the Spawn timer (located in the upper right)

    -There is a maximum unit count. If you spawn nothing, attack someone!

    -Build Castles or Dark Castles to increase your spawn amount.

    -Protect your upgrade buildings. Libraries of Warfare, Foundries, and Archives are required to research Level 3 of weapon upgrades.

    -There are 3 types of upgrades. Troop upgrades for all of a player's regular units. Hero upgrades of course upgrade heroes, and air upgrades for, you guessed it, air units.

    -Protect your Special Transports (Void Ray). They are not replaceable and are very valuable!

    -Gundabad spawns only a few units and this does not increase. Instead, Gundabad builds its army.

    -Rhudaur also spawns only a few units and this does not increase. Rhudaur receives gas each time it kills an enemy unit. It may then select one of 4 spawns it wishes to create, this costs gas. (This is done at the Rhudaur Spire in southern Rhudaur)

    Breakdown: There are two teams, the game is 5v3. This is based in the middle of the 3rd age in northern Middle Earth.

    Posted in: Project Workplace
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    posted a message on [Data] Limiting Bounty Rewards

    @Diablito816: Go

    Third time's a charm?

    Posted in: Data
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    posted a message on [Data] Limiting Bounty Rewards

    @Diablito816: Go

    Anyone? :(

    Posted in: Data
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    posted a message on [Data] Limiting Bounty Rewards

    Is it possible to set it so that only one player gets the bounty rewards from a kill (IE Player 4 kills Player 1's units he gets minerals, but if Player 6 kills Player 1's units he gets nothing).

    I would rather not do this in a trigger, so does anyone know how to set it up (if possible) in data editor?

    Posted in: Data
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    posted a message on Middle Earth v Pre-LotR!

    @murakumox: Go

    This is publicly available on US side right now mura. It's somewhere in the 60ish games per hour I think about now.

    Posted in: Project Workplace
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    posted a message on Middle Earth v Pre-LotR!

    @Opfermeister: Go

    Sorry I haven't checked on this thread in a little bit. If you're on the EU side it's not released there yet. Currently I'm still making 2-3 edits and republishes a day. Once I reach a final version, either I'll hopefully be able to publish it over there or I'll find someone to publish it for me on EU.

    Morgoth will get a heal the day he has 150 armor and starts out at 600 damage.

    Posted in: Project Workplace
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    posted a message on Validation_working_score_set_screen_fail??

    @MiketheSspike: Go

    I had this problem myself originally. All I did was delete the variant and recreate it exactly and it worked just fine. I think this thing is just finicky.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] If a building gets destroyed, Player X's buildings belong to Player 1

    @BuuGhost: Go

    the "If Unit Type of Triggering...." goes under conditions actually.

    The action is "Pick each unit in... (not sure if its region or player group here, I think its region)" and do

    put an If - Then - Else statement inside there and put a condition "If owner of picked unit == Player 4"

    Then Change ownership of picked unit to payer 1

    I believe you can also have the pick each unit action select only player 4's units (Pick each unit in region matching flag or with alliance to player if player 4 has no allies))

    Posted in: Miscellaneous Development
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    posted a message on How do u make it so teams in lobby match in game

    @Paranoiks: Go

    It is possible to have lobby choices reflect in-game.

    I'm going to copy paste a solution from someone else here:

    1. Go into your Game Attributes, and create a new attribute if you don't have one. 2. Set the Type to Player and give it a name. 3. Go to Usage and select Availability: First Come, First Serve. 4. Go to Values and enter each of the options you want the players to choose from. The number of values is equal to the total number of players. These values need to be unique. If Force 1 can have two players on it, then you need to differentiate the players that share Force 1 in this section, and then use triggers to make them allies in the game, and enemies of Force 2 and Force 3. 5. You can probably skip Defaults, but I haven't tried it. All of the options in the Values section can be used as a Default value.

    Global variable Selected Factions <Attribute Value[8]> (array of size 8) (array size is number of factions / players)

    Functions: attributeToFaction Parameters attribute <Attribute Value> Actions General - Switch (Actions) depending on attribute Cases General - If (Harawaith) Actions General - Return Haradwaith (create one case for each faction, 8 total in my case) (change the return type to however you want to track the player's chosen faction)

    Triggers: Call trigger Get Selected Factions from Map Initialization Local variable Player <integer> Player Group - For each player Player in (Active Players) do Actions Variable - Set Selected Factions[Player] = (Faction Select value for player Player) Set player color based on chosen faction Set player bases based on chosen faction

    I've got some more, but I wasn't finished with exploring alternative return types for my function, which affects what you pass back into the Get Selection Factions trigger.

    Whatever you pass back and then set in Selected Factions[] is how you will have to reference the players for the remainder of the game at anytime that you would explicitly call a player number, rather than use an Owner of Unit or et cetera.

    Edit: PS I've implemented this system (with a couple tweaks) in my map, so it does work. It just means that the actual position you are in in the lobby doesn't matter, just what attribute you select.

    Posted in: Miscellaneous Development
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    posted a message on Siege Tank Animation/Model Question

    @Molsterr: Go

    Thanks, got it. Can't believe I missed that. Should have assumed there would be a tank mode morph if there was siege.

    Posted in: Miscellaneous Development
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    posted a message on Siege Tank Animation/Model Question

    @Molsterr: Go

    I checked the abilities actors and all of it and it seems to match up. And if you have a way for me to send it to you privately, I'll do that.

    Posted in: Miscellaneous Development
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    posted a message on Siege Tank Animation/Model Question

    @Molsterr: Go

    Thank me? Thank you, you're the one helping :)

    Posted in: Miscellaneous Development
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    posted a message on Siege Tank Animation/Model Question

    @Molsterr: Go

    I duplicated the morph model actor and changed the terms to the new unit. I even did it twice, to no avail.

    I'll link screenshots of the actor, maybe I screwed something up.

    Posted in: Miscellaneous Development
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    posted a message on Lobby Questions

    @Atl0s: Go

    1) You can't change the team names as far as I know 2) Player numbers are assigned as people enter the lobby, there is no control over this 3) If you lock teams that should do that 4) Not sure about this one

    Posted in: Miscellaneous Development
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